It took a while to complete and some do-overs, but finally, [i]the true heroine[/i] of the story is here! That, or someone who'll end up making everyone hate her. Y'know, one of the two. Now before anyone goes: "But Xaaaalt, you already have two characters!" Let me explain. I made this character because both Ashara and Isolde are very muc unquestionably loyal and obediant. They are the standard fair of characters who follow the protagonist without question and without doubt, serving loyally and dutifully to achieve their master's, and their comrades', overall goals and success. Unfortunately, I've come to the realization that, frankly, I'm not particularly enjoying playing Ashara. She's very demure and comflict-avoiding, given her personality. This makes her feel, to me, bland and uninteresting. She's pretty and pleasant, yes, but she also fails to really make any notable noise or impressions. She fels like a background character, a support role, a minor story-relevant person. For this reason, I created Charme. I'm still going to play all three characters (provided Charme is accepted, of course), but it's quite likely that Ashara will take a more back-seat role, and only really be brought out when either someone else goes to specifically interact with her, or she is needed for story/plot-relevant purposes. Sorry to say that, in case there are any Ashara-fans out there - [i]which I doubt[/i] - but that's just how it goes sometimes. We don't always make things that work out the way we want them to. Also, please excuse any spelling or grammer mistakes in the below sheet. I'm going to try and go through it with a fine comb later to weed out muck-ups, but for nwo I just wanted to get this in [b]before[/b] Act 1 of the story ends and we move on further in the plot. [hr] [center] [b]Name:[/b] Charme [i](Cha-Cha, Charmy, Brewlady, Mom, Tits McGee, Potion-Bimbo, That Shrewd Minx)[/i] [b]Gender:[/b] Female [b]Age:[/b] Looks around 20~25 [i](mentally 35~)[/i] [hider=Appearance:] [img]https://img.roleplayerguild.com/prod/users/e41040a9-4c58-4900-a80c-145b84f4feef.jpg[/img][/hider] [b]Occupation:[/b] Alchemist, Entertainer (Dancing & Fireworks) [b]Residence:[/b] Chateau Gothika cellars, [i]The Wishing Well[/i] [b]Character Focus:[/b] Utility, Alchemy, Magic Item Construction, Buff/Debuffer, Evasive Ranged Combat [hider=Personality:] Charme is a cool, calm and mature lady with an elegant air to her. She comes across as dependable and reliable, while also being admirable and confident. She does tend to show a playfully coquettish side once in a while, and has a penchant for teasing or flirting with others - regardless of who they are, though only in a lightheared and non-too-serious way. Her ability to stay focused and calm during stress or dire situation, as well as her calm, refined mannerisms makes her what many would consider a 'cool beauty'. It's also clear that she takes great pride in her appearance, putting in effort and taking good care of her looks. Able to give sage advice and being both extremely intelligent and clever, Charme is perhaps one of the more cunning members of Chateau Gothika. Capable of considerable forward thinking and planning, seeing through subtext and hidden meaning, caluclating and decipihering intent and purpose, she is a fearsome opponent in the realm of mind-games and intellectual battles. Unfortunately, due to this very same ability, Charme is also extremely paranoid, secretive and cautious. Of everyone. She does not let others too close, keeps her own cards hidden and concealed, distrusts and suspects everyone around her and is constantly watchful and on guard. In addition, she is fiercely possessive and unwilling to share any of her knowledge relating to alchemy, guarding both her mind and her work with an iron curtain, allowing none to glean it or her secrets. Because of this nature, she can at times be prone to instigating drama by means of implied disloyalty or otherwise. Her keen ears, eyes and mind are always at work, scheming, plotting and counter-acting or unravelling the intents of both her enemies and peers. She is incredibly percaptive despite her seemingly laid-back nature, some might even say it's uncanny. Because of her incredible distrust of others, Charme will not use, eat or even touch anything made by others unless she carefully examines and investigates it thoroughly first. Despite all this however, she is a tactful, smart and graceful woman who knows how to act and carry herself. Thinking of her peers as naughty children, she sometimes adopts an almost motherly mentality and approach towards them, and her relaxed and oft casual behavior makes her act more like a friend towards her superiors, rather than a subordinate. Though whatever her personal goals, ambitions or motives are, they remain a well-kept mystery to anyone but herself. Finally, Charme's views on morals and ethics are very loose. She prefers a pragmatic approach and has no need for abstract concepts like honor, justice or other such nonsense. To those who irritate her, she can be quite sardonic and condescending, and given her intelligence, she has an easy time pushing others' buttons or uncovering their weak points. Though she doesn't show it openly, she can be quite vindictive and petty, and is the type who can hold a grudge for an ungodly amount of time, and is incredibly slow to forget, slower still to forgive -if ever doing so. Amusingly, while she is fond of her work, she isn't very excitable or energetic about it - leading some to wonder if she truly enjoys her labor, which of course she does. In fact, she can get so absorbed in her own work that she forgets (or ignores) everything around her, losing track of time and space entirely. She also seems to have a good sense of humor, beinag able to joke or play around with others. Though given her conniving and manipulative personality, it's rather hard to tell if this is genuine or just another part of her charade.[/hider] [hider=Notable Equipment:] [i]Ashwake Pipe:[/i] A long, slender smoking pipe, made from white wood and adorned with silver fixtures and thin rings. Apart from serving as a pipe with which to smoke a wide variety of tobacco, it also has three distinct features. For one, it gives the holder of the item a very minor fire absorption boon, taking a small amount of any fire-based damage into itself. Secondly, it can be used to summon up to three Lesser Fire Elementals, though this requires that there is ash left in the pipe after smoking it - if the pipe has not been used, this ability is unavailable. Finally, if there is no tobacco in the pipe, but it's lit nontheless, it will allow the holder to extend a thing fire-whip from the pipe, and use it as a melee weapon to deal physical fire-damage. This ability requires the pipe to be empt and thus cannot be used if the pipe has been recently used for smoking - or if not emptied out/cleaned. Tt also grants any buffs or benefits that whatever smokable leaf is put into it has, when smoked. [i]Oghmatic Lenses:[/i] The glasses she wears are a specially crafted item with some very unique, but interesting, properties. Allowing the wearer to see the composition, as in the materials and compnents, of any item they focus on, with these glasses you can tell just exactly what was used to make an item. This allows one to see what an object is made up out of, as well as any special properties it may have. Of course, this only works if the 'level requirement' of the item is equal, or lower, to that of the wearer. In addition, the glasses can identify useful plants, minerals and organic parts that could be used in alchemy or arcane artificing, negating the need for skills such as mineralogy, herbalism or similar. Finally, they can also discern how durable an item is, as well as its overall quality. The lenses [i]do not[/i] work if a person is wearing armor however, not even if they have levels in Armored Mage or similar classes. [i]Plague Bat's Coat:[/i] The fur coat that Charme wears is fashioned from both alchemy and enchanting. It's basic functions is granting outright immunity to non-injected poisons and toxins, such as poisonous gas, venomous spit, toxic breath and son. In addition, it grants full immunity to any and all diseases, as long as it is worn and even nullifies contagious sicknesses that would otherwise cling to or remain with an individual if afflicted. Finaly, the enchanting-part of the item, is that it can act as a pair of bat-wings, granting the wearer the ability to Fly, however, it only does so at [i]half[/i] the wearer's current agility - it's a tool more meant for travel and overcoming obstacles, rather than a practicual element for combat or escape. [i]Courtier's Ensemble:[/i] An elegant and stylish, but also provocative dress. This garment was created by Charme herself, and her Creator, using alchemy. It has the same defensive property as a suit of Mithril Scale Mail, while being as light and flexible as silk. In addition, it smells really nice and grants the wearer a substantial bonus to any Charm, Stun and Confusion, or similar mental status-affliction caused by the wearer. It's also highly resistant to all forms of acid damage and slightly resistant to both electricity and fire damage. it's downfall is that it requires rather expensive materials to repair lost durability with, not to mention faring poorly against wind-elemental attacks and damage. [i]Grand Band of Outer Alchemy:[/i] A ring fashioned from orichalcum, alchemic silver and shadow brass, studded with a single amethyst-colored crystal. This ring grants the ability to not only create alchemic items at a much higher quality, but to also refine and improve existing items further. This allows the wearer to, for example, turn an already existing Lesser Healing Potion into a Common, or even Greater Healing Potion instead. Obviously, the ring only allows for items of a specific type to be upgraded to a higher version of the same item, it cannot grant additional attributes or properties to any upgraded products. It also grants the wearer the ability to transmute resources and materials on the go, without the need for an alchemy station or tools, which is very handy when out in the field. It can only be used by those with levels in an alchemy-related class. [i]Bottomless Flask Case:[/i] A bag, specifically designed to hold flasks, vials, bottles and even scrolls. A must-have for any alchemist, this little device allows for the endless storage of the finished goods that they make through their craft. The downside of this marvelous bag, however, is that it can [i]only[/i] hold these sorts of items, so if you want to bring raw materials or something else along with you, you'll either need an extra bag or pockets to do so. The case itself is fairly unassuming, looking just like a regular wood-and-leather case with a leather strap for carrying it over the shoulder. It's completely secure against both shock, explosions, crushing, slashing, piercing or any other form of attempted destruction... It doesn't float though. Additionally, it also generates empty containers for whatever the alchemist needs, eliminating the necessity for gathering sand and using glass-blowing to manufacture their flasks.[/hider] [hider=Creator Information:] Charme was created by the player known as [i]PowderPlaguePuff[/i]. An impatient and often careless individual, who went into unknown areas, dungeons and enemy territory without thinking or planning, and often ending up frustrated and enraged when their lack of foresight and preparation came back to bite them in the proverbial ass. Eventually growing tired of being caught off-guard, or simply lacking the means to overcome hurdles and obstacles, PPP began to work on an NPC could let them gain access to things that would help overcome these self-inflicted set-backs. To that end, they decided to create a support NPC that could create items that would be useful for them. Thus, Charme waas born - with the help of some of the more experienced programmer and NPC-makers of Bandersnatchers' help. Of course, being that they made Charme for primarily their own use, PPP was loathe to share or divulge information petinent to their little alchemist. In fact, whenever PPP came across a new recipe, ingredient or material that could be used by their potion-brewing minx, they made sure to safely store any relevant information in a way so as to avoid others stumbling across it, intentionally or otherwise. With time though, and some pressuring from their peers, PPP set it up so that Charme would be allowed to provide other members of the Guild with her creations, but the customers had to provide the necessary resources and materials to make the items themselves. In the end though, roughly 2.5 years prior to YGGDRASIL's shutdown, PPP had grown bored - or unreasonable salty - with the DMMO and began to frequent the game less and less. They eventually stopped logging on at all roughly 1.5 years prior to the server shutdown, never saying goodbye to anyone. Truly, a selfish person. Despite their selfishness, hubris, lack of foresight and tendency to rage, PPP had one redeeming quality. They never blamed or threw shade at others unless it was absolutely, unquestionably justified. Owning up to their own mistakes and never blaming anyone else for when their own action s caused things to go south, they were a genuine person with high morals... Sure, they could be annoying and an asshole, but they were at least not the type to blame others for their own mistakes.[/hider] [hider=Levels & Stats:][b]Total Level:[/b] 60 [b]Class Levels:[/b] 55 (B) Alchemist (15) (B) Thief (1) (B) Wizard (4) (H) Royal Alchemist (10) (H) Dancer (10) (H) Thaumaturgist (10) (R) Arcane Artificer (5) [b]Race Levels:[/b] 5 Homunculus (5) [b]Alignment:[/b] -125 (Neutral Evil) [b]Stats:[/b] [u][i]HP:[/i][/u] 44 [u][i]MP:[/i][/u] 57 [u][i]PHY. ATK:[/i][/u] 20 [u][i]PHY. DEF:[/i][/u] 28 [u][i]AGI:[/i][/u] 82 [u][i]MAG. ATK:[/i][/u] 33 [u][i]MAG. DEF:[/i][/u] 87 [u][i]RESIST:[/i][/u] 95 [u][i]SPECIAL:[/i][/u] 24 [i][u]TOTAL:[/u][/i] 480[/hider] [hider=Dominion:] [b][u]The Wishing Well:[/u][/b] [b]Layout:[/b] Although it's named after a well, the entrance to this underground sanctuary is actually accessed by interacting with a fountain. The fountain is a large center-piece in an otherwise unassuming, undecorated room. It is dry though, and no water flows from or through it. The fountain has a round design, with three sculptures, each holding an urn which water is [i]supposed[/i] to flow from. The statues are shaped to look like a mermaid, a siren and faun. By yanking on the faun's horns, twisting the mermaid's fins and stretching the siren's wings, a mechanism is activated the causes the whole fountain to begin lowering itself down into the ground, like an elevator. Once it reaches the bottom, passengers must disembark before the fountain rises up to the floor above once more, but it can be summoned down by pulling a lever on a nearby wall. The underground area is a small, circular room, with a single black door with gold-tinted edges - there is no door handle, knob or other grippable appendage to use. Instead, when approaching the door, it will ask a question, to which the visitor must give a verbal answer. If the answer is correct, the door unlcoks and allows entry. If the answer is faulty, the door turns red and Mudmen ranging from level 15 to 25 will begin to rise from the ground at indefinite until the intruder leaves the area. The door cannot be opened by lockpicking, but it can be opened if a wizard of high enough level uses a unlocking spell like 'Knock' or 'Open Greater Lock'. Once past the black door, you will travel along a brick-laid hallway with stone tiled floor, roughly wide enough for three people to walk side by side in. Eventually, the hallway ends in another room. This final area, is the Wishing Well. A mysterious arcane sanctuary created through ritual magic, alchemy and engineering. Due to this, it actually has several forms, thogh primarily it can swap between an elborate alchemist's laboratory, a courtesans' stage and bar, a storehouse and an apothecary shop. Depending on what the visitor needs and wants, the Well can adjust and change to fit the need. Naturally, this means it can assume other forms as well, such as a bath house, a café or even a brothel, if so desired. To change the Well's layout though, one must speak and request this from the sole resident of the area, namely Charme. By default, the Well assumes the design and shape of the alchemy laboratory, where the lady-alchemist works and researches her craft in peaceful solitude. Because of the way it can change shape and form, it's quite impossible to steal or take things from the Well unless Charme allows it, as if she changes the layout from say, the storehouse to the bar with a stage, there will be no materials or goods to steal that are of any value, since items and equipment change along with whichever layout is currently 'active'. This wonderous feat has a downside however. For one, teleportation in and from the area is all but impossible, as the distorted and warped space makes translocation spells fizzle or fail. Secondly, it cannot receive materials via the COIN System, meaning Charme has to leave the Well in order to obtain supplies and materials for her work. Thirdly, if one of the different layouts sustain damage, the Well cannot change or swap interior until the damage is fully repaired, as otherwise it would cause an error in the transmutation and equal exchange-algorithm, which could potentially be disastrous - thus, the failsafe is there to prevent it from swapping designs if any area has been compromised. [b]Purpose:[/b] The purpose of the Wishing Well is rather simple. It acts as an alchemy station, an in-Guild shop, and a place for roleplay and relaxation. Members of Bandersnatchers could, eventually, come down here to work on alchemy, buy or trade with Charme, or just hang out and goof around. With Charme being able to Dance as well as make drinks and fireworks, she was a popular NPC to bring out or visit during festive events like holidays, birthdays or in-game events. it was a place where little wishes could come true. [b]Residents:[/b] Charme is the only permanent resident of the Well. While she can certainly create other homunculi, golems or other alchemic beings like chimera, these were usually only made to serve specific goals or purposes, and were summarily dismissed or dismantled once their task were completed. This was done due to PPP's obsessive and selfish desire to keep Charme's knowledge and skills limited to the NPC herself. As such, the lovely vixen is the solitary occupant of the Well, even if it at times is rowdy and full of dancers in bunnysuits or helpful little clay golems carrying crates and flasks about. In the end, all of them are but dust in the wind, all except Charme, for she [i]is[/i] the wind that chooses in what direction the Well blows.[/hider] [/center]